I'm working on the "Simple Blender Model for Beginners: A Photo-Real Chess Pawn" tutorial. I'm using Blender 4.0 (Eevee renderer), and the Principled BSDF shader doesn't look like this one. I noticed that there's a dedicated node available for subsurface scattering. However, I'm unsure how to combine subsurface scattering while also reducing the roughness for gloss. Any help would be much appreciated. I would like to use this with my students.
ttorreyjproctor the principled BSDF still has subsurface scattering, its now hidden under the subsurface dropdown menu.
We recommend using the Blender version used in the tutorial to avoid these UI and button differences.
The knowledge you learn will still work in the whatever Blender version you chose to work in for your own projects.
Hi Torrey,
I'd really recommend using a Blender Version before 4.0 for this: the Principled BSDF is pretty different in certain aspects, especially the Subsurface Scattering is different!
But if you insist on using 4.0:
in the new Principled BSDF, the Subsurface Scattering Weight is a bit like the Metallic slider...typically either 0 or 1.
So if you are using SSS, then the Weight should be set to 1 and the Scale slider should be manipulated to get the effect you want (that is a bit like the Subsurface Scattering slider in the 'old' Principled BSDF (before 4.0)). The Radius is the same as in the 'old' Principled BSDF, or as in the Subsurface Scattering BSDF.
I hope this helps.
The solution we always put forward is to use the Blender version that is being used in the video, so if in the video it's Blender 3.6, then download 3.6 so what's on screen and your Blender matches. Blender changes are primarily superficial, UI changes, names changes, etc, it's never the core knowledge and you would have to go extremely far behind for the comprehension to be lost. So you'll be super fine not using the last Blender to be released.